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{{DeeZireInclusion}}<br />
{{Flag
Specifies the units walking animation rate (defaults to a value of '1') and is used on SHP based units only (VXL based units do not need this). Does not apply to InfantryTypes. Larger values mean slower.
|name=WalkRate
|files={{Categ|ini=rules}}.
|values=integer
|default=1
|types={{Categ|InfantryTypes}} ,{{Categ|VehicleTypes}} ,{{Categ|AircraftTypes}}
|ts=yes
|fs=yes
|ra2=yes
|yr=yes
}}
Specifies the animation rate for moving units and defines after how many frames the animation advances to the next frame. Larger values mean slower playback. Cannot be <tt>0</tt> or lower. Can be specified for both SHP based and voxel based units.<br>
The animation also plays with this rate when a {{f|HoverAttack|link}} VehicleType has a target and it isn't deployed.<br>
The animation does not play in case the unit is warping in from a chrono-move or being warped out by {{f|Temporal|link}} weapons, or when attacked by {{f|IsLocomotor|link}} weapons.<br>
 
{{Bugs}}
*If '''WalkRate=0''' you will get [[IE]] ;for Ra2 {{f|IE|004C931E|link}} for YR {{f|IE|004DA90E|link}}

Latest revision as of 10:54, 1 November 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: WalkRate
File(s): rules(md).ini.
Values: integer
Default: 1
Applicable to: InfantryTypes ,VehicleTypes ,AircraftTypes


Specifies the animation rate for moving units and defines after how many frames the animation advances to the next frame. Larger values mean slower playback. Cannot be 0 or lower. Can be specified for both SHP based and voxel based units.
The animation also plays with this rate when a HoverAttack VehicleType has a target and it isn't deployed.
The animation does not play in case the unit is warping in from a chrono-move or being warped out by Temporal weapons, or when attacked by IsLocomotor weapons.

Bugs/Side-Effects/Unexpected Limitations